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538 lines
14 KiB
ReStructuredText
538 lines
14 KiB
ReStructuredText
hump.camera
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===========
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::
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Camera = require "hump.camera"
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A camera utility for LÖVE. A camera can "look" at a position. It can zoom in
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and out and it can rotate it's view. In the background, this is done by
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actually moving, scaling and rotating everything in the game world. But don't
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worry about that.
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**Example**::
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function love.load()
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cam = Camera(player.pos.x, player.pos.y)
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end
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function love.update(dt)
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local dx,dy = player.x - cam.x, player.y - cam.y
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cam:move(dx/2, dy/2)
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end
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Function Reference
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------------------
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.. function:: Camera.new(x,y, zoom, rot)
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:param numbers x,y: Point for the camera to look at. (optional)
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:param number zoom: Camera zoom. (optional)
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:param number rot: Camera rotation in radians. (optional)
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:returns: A new camera.
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Creates a new camera. You can access the camera position using ``camera.x,
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camera.y``, the zoom using ``camera.scale`` and the rotation using ``camera.rot``.
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The module variable name can be used at a shortcut to ``new()``.
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**Example**::
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camera = require 'hump.camera'
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-- camera looking at (100,100) with zoom 2 and rotated by 45 degrees
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cam = camera(100,100, 2, math.pi/2)
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.. function:: camera:move(dx,dy)
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:param numbers dx,dy: Direction to move the camera.
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:returns: The camera.
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Move the camera *by* some vector. To set the position, use
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:func:`camera:lookAt`.
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This function is shortcut to ``camera.x,camera.y = camera.x+dx, camera.y+dy``.
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**Examples**::
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function love.update(dt)
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camera:move(dt * 5, dt * 6)
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end
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::
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function love.update(dt)
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camera:move(dt * 5, dt * 6):rotate(dt)
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end
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.. function:: camera:lookAt(x,y)
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:param numbers x,y: Position to look at.
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:returns: The camera.
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Let the camera look at a point. In other words, it sets the camera position. To
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move the camera *by* some amount, use :func:`camera:move`.
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This function is shortcut to ``camera.x,camera.y = x, y``.
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**Examples**::
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function love.update(dt)
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camera:lookAt(player.pos:unpack())
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end
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::
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function love.update(dt)
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camera:lookAt(player.pos:unpack()):rotate(player.rot)
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end
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.. function:: camera:position()
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:returns: ``x,y`` -- Camera position.
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Returns ``camera.x, camera.y``.
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**Example**::
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-- let the camera fly!
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local cam_dx, cam_dy = 0, 0
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function love.mousereleased(x,y)
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local cx,cy = camera:position()
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dx, dy = x-cx, y-cy
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end
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function love.update(dt)
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camera:move(dx * dt, dy * dt)
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end
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.. function:: camera:rotate(angle)
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:param number angle: Rotation angle in radians
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:returns: The camera.
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Rotate the camera by some angle. To set the angle use :func:`camera:rotateTo`.
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This function is shortcut to ``camera.rot = camera.rot + angle``.
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**Examples**::
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function love.update(dt)
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camera:rotate(dt)
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end
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::
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function love.update(dt)
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camera:rotate(dt):move(dt,dt)
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end
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.. function:: camera:rotateTo(angle)
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:param number angle: Rotation angle in radians
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:returns: The camera.
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Set rotation: ``camera.rot = angle``.
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**Example**::
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camera:rotateTo(math.pi/2)
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.. function:: camera:zoom(mul)
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:param number mul: Zoom change. Should be > 0.
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:returns: The camera.
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*Multiply* zoom: ``camera.scale = camera.scale * mul``.
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**Examples**::
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camera:zoom(2) -- make everything twice as big
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::
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camera:zoom(0.5) -- ... and back to normal
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::
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camera:zoom(-1) -- mirror and flip everything upside down
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.. function:: camera:zoomTo(zoom)
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:param number zoom: New zoom.
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:returns: The camera.
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Set zoom: ``camera.scale = zoom``.
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**Example**::
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camera:zoomTo(1) -- reset zoom
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.. function:: camera:attach()
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Start looking through the camera.
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Apply camera transformations, i.e. move, scale and rotate everything until
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``camera:detach()`` as if looking through the camera.
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**Example**::
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function love.draw()
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camera:attach()
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draw_world()
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cam:detach()
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draw_hud()
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end
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.. function:: camera:detach()
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Stop looking through the camera.
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**Example**::
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function love.draw()
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camera:attach()
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draw_world()
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cam:detach()
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draw_hud()
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end
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.. function:: camera:draw(func)
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:param function func: Drawing function to be wrapped.
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Wrap a function between a ``camera:attach()``/``camera:detach()`` pair.
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Equivalent to::
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cam:attach()
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func()
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cam:detach()
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**Example**::
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function love.draw()
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camera:draw(draw_world)
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draw_hud()
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end
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.. function:: camera:worldCoords(x, y)
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:param numbers x, y: Point to transform.
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:returns: ``x,y`` -- Transformed point.
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Because a camera has a point it looks at, a rotation and a zoom factor, it
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defines a coordinate system. A point now has two sets of coordinates: One
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defines where the point is to be found in the game world, and the other
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describes the position on the computer screen. The first set of coordinates is
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called world coordinates, the second one camera coordinates. Sometimes it is
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needed to convert between the two coordinate systems, for example to get the
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position of a mouse click in the game world in a strategy game, or to see if an
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object is visible on the screen.
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:func:`camera:worldCoords` and :func:`camera:cameraCoords` transform points
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between these two coordinate systems.
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**Example**::
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x,y = camera:worldCoords(love.mouse.getPosition())
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selectedUnit:plotPath(x,y)
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.. function:: camera:cameraCoords(x, y)
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:param numbers x, y: Point to transform.
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:returns: ``x,y`` -- Transformed point.
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Because a camera has a point it looks at, a rotation and a zoom factor, it
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defines a coordinate system. A point now has two sets of coordinates: One
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defines where the point is to be found in the game world, and the other
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describes the position on the computer screen. The first set of coordinates is
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called world coordinates, the second one camera coordinates. Sometimes it is
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needed to convert between the two coordinate systems, for example to get the
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position of a mouse click in the game world in a strategy game, or to see if an
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object is visible on the screen.
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:func:`camera:worldCoords` and :func:`camera:cameraCoords` transform points
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between these two coordinate systems.
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**Example**::
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x,y = cam:cameraCoords(player.pos.x, player.pos.y)
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love.graphics.line(x, y, love.mouse.getPosition())
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.. function:: camera:mousePosition()
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:returns: Mouse position in world coordinates.
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Shortcut to ``camera:worldCoords(love.mouse.getPosition())``.
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**Example**::
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x,y = camera:mousePosition()
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selectedUnit:plotPath(x,y)
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Camera Movement Control
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-----------------------
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Camera movement is one of these things that go almost unnoticed when done well,
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but add a lot to the overall experience.
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The article `Scroll Back: The Theory and Practice of Cameras in SideScrollers
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<http://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php>`_
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by Itay Keren gives a lot of insight into how to design good camera systems.
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**hump.camera** offers functions that help to implement most of the techniques
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discussed in the article. The functions :func:`camera:lockX`,
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:func:`camera:lockY`, :func:`camera:lockPos`, and :func:`camera:lockWindow`
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move the camera so that the interesting content stays in frame.
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Note that the functions must be called every frame::
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function love.update()
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-- vertical locking
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cam:lockX(player.pos.x)
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end
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All movements are subject to smoothing (see :ref:`Movement Smoothers
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<movement-smoothers>`).
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You can specify a default movement smoother by assigning the variable
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:attr:`camera.smoother`::
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cam.smoother = Camera.smooth.linear(100)
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.. function:: camera:lockX(x, smoother, ...)
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:param number x: X coordinate (in world coordinates) to lock to.
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:param function smoother: Movement smoothing override. (optional)
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:param mixed ...: Additional parameters to the smoothing function. (optional)
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Horizontal camera locking: Keep the camera locked on the defined ``x``-position
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(in *world coordinates*). The ``y``-position is not affected.
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You can define an off-center locking position by "aiming" the camera left or
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right of your actual target. For example, to center the player 20 pixels to the
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*left* of the screen, aim 20 pixels to it's *right* (see examples).
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**Examples**::
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-- lock on player vertically
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cam:lockX(player.x)
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-- ... with linear smoothing at 25 px/s
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cam:lockX(player.x, Camera.smooth.linear(25))
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-- lock player 20px left of center
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cam:lockX(player.x + 20)
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.. function:: camera:lockY(y, smoother, ...)
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:param number y: Y coordinate (in world coordinates) to lock to.
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:param function smoother: Movement smoothing override. (optional)
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:param mixed ...: Additional parameters to the smoothing function. (optional)
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Vertical camera locking: Keep the camera locked on the defined ``y``-position
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(in *world coordinates*). The ``x``-position is not affected.
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You can define an off-center locking position by "aiming" the camera above or
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below your actual target. For example, to center the player 20 pixels *below* the
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screen center, aim 20 pixels *above* it (see examples).
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**Examples**::
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-- lock on player horizontally
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cam:lockY(player.y)
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::
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-- ... with damped smoothing with a stiffness of 10
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cam:lockY(player.y, Camera.smooth.damped(10))
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::
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-- lock player 20px below the screen center
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cam:lockY(player.y - 20)
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.. function:: camera:lockPosition(x,y, smoother, ...)
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:param numbers x,y: Position (in world coordinates) to lock to.
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:param function smoother: Movement smoothing override. (optional)
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:param mixed ...: Additional parameters to the smoothing function. (optional)
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Horizontal and vertical camera locking: Keep the camera locked on the defined
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position (in *world coordinates*).
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You can define an off-center locking position by "aiming" the camera to the
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opposite direction away from your real target.
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For example, to center the player 10 pixels to the *left* and 20 pixels *above*
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the screen center, aim 10 pixels to the *right* and 20 pixels *below*.
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**Examples**::
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-- lock on player
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cam:lock(player.x, player.y)
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-- lock 50 pixels into player's aiming direction
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cam:lockY(player.x - player.aiming.x * 50, player.y - player.aiming.y * 50)
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.. function:: camera:lockWindow(x,y, x_min, x_max, y_min, y_max, smoother, ...)
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:param numbers x,y: Position (in world coordinates) to lock to.
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:param numbers x_min: Upper left X coordinate of the camera window *(in camera coordinates!)*.
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:param numbers x_max: Lower right X coordinate of the camera window *(in camera coordinates!)*.
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:param numbers y_min: Upper left Y coordinate of the camera window *(in camera coordinates!)*.
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:param numbers y_max: Lower right Y coordinate of the camera window *(in camera coordinates!)*.
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:param function smoother: Movement smoothing override. (optional)
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:param mixed ...: Additional parameters to the smoothing function. (optional)
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The most powerful locking method: Lock camera to ``x,y``, but only move the
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camera if the position would be out of the screen-rectangle defined by ``x_min``,
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``x_max``, ``y_min``, ``y_max``.
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.. note::
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The locking window is defined in camera coordinates, whereas the position to
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lock to is defined in world coordinates!
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All of the other locking methods can be implemented by window locking. For
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position locking, set ``x_min = x_max`` and ``y_min = y_max``.
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Off-center locking can be done by defining the locking window accordingly.
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**Examples**::
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-- lock on player
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cam:lock(player.x, player.y)
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.. attribute:: camera.smoother
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The default smoothing operator. Must be a ``function`` with the following
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prototype::
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function customSmoother(dx,dy, ...)
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do_stuff()
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return new_dx,new_dy
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end
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where ``dx,dy`` is the offset the camera would move before smoothing and
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``new_dx, new_dy`` is the offset the camera should move after smoothing.
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.. _movement-smoothers:
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Movement Smoothers
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^^^^^^^^^^^^^^^^^^
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It is not always desirable that the camera instantly locks on a target.
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`Platform snapping
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<http://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php#h.rncuomopycy0>`_,
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for example, would look terrible if the camera would instantly jump to the
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focussed platform.
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Smoothly moving the camera to the locked position can also give the illusion of
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a camera operator an add to the overall feel of your game.
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**hump.camera** allows to smooth the movement by either passing movement
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smoother functions to the locking functions or by setting a default smoother
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(see :attr:`camera.smoother`).
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Smoothing functions must have the following prototype::
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function customSmoother(dx,dy, ...)
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do_stuff()
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return new_dx,new_dy
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end
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where ``dx,dy`` is the offset the camera would move before smoothing and
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``new_dx, new_dy`` is the offset the camera should move after smoothing.
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This is a simple "rubber-band" smoother::
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function rubber_band(dx,dy)
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local dt = love.timer.getDelta()
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return dx*dt, dy*dt
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end
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**hump.camera** defines generators for the most common smoothers:
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.. function:: Camera.smooth.none()
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:returns: Smoothing function.
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Dummy smoother: does not smooth the motion.
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**Example**::
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cam.smoother = Camera.smooth.none()
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.. function:: Camera.smooth.linear(speed)
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:param number speed: Smoothing speed.
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:returns: Smoothing function.
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Smoothly moves the camera towards to snapping goal with constant speed.
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**Examples**::
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cam.smoother = Camera.smooth.linear(100)
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::
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-- warning: creates a function every frame!
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cam:lockX(player.x, Camera.smooth.linear(25))
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.. function:: Camera.smooth.damped(stiffness)
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:param number stiffness: Speed of the camera movement.
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:returns: Smoothing function.
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Smoothly moves the camera towards the goal with a speed proportional to the
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distance to the target.
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Stiffness defines the speed of the motion: Higher values mean that the camera
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moves more quickly.
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**Examples**::
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cam.smoother = Camera.smooth.damped(10)
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::
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-- warning: creates a function every frame!
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cam:lockPos(player.x, player.y, Camera.smooth.damped(2))
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